Hunter Watzas, on 28 September 2016 - 12:05 PM, said:
I enjoyed the video and do like the concept ideas. The exact details on the implementation (AKA numbers for all parameters: Missile speed, turn radius, etc...) would need to be tuned but that isn't really the point.
IMO: issues
1 -> More mechanics while make the game more indepth and immersive adds a cost in balance issues. Balance issues are always much worse on Multiplayer focused games than single player games.
2 -> Performance issues. A lot of your mechanics require a lot of data tracking and mathematics.
Mechanic Suggestions:
You talked about different types of actuators, hydraulic vs electric motors. Motors provide faster response, solid control/precision, but the heavier the mech the more power draw from the entire power system. Then hydraulics would probably provide slower response, similar amount of control/precision, and draws no/minimal power. For weight, i would have motors increasing exponentially while hydraulics increased linearly. Have some set point that intersects at medium weight classes where motors are lighter than hydraulics. If you added in melee combat, hydraulics would excel in that. I wouldn't limit the max turn radius or etc by internal components but rather it be a chassis design itself.
It would also be cool to add in actuator damage in addition to weapons. Damage the leg actuator and now you lose some kind of power output and control to that limb.
I mentioned an overall power system above. Engine relates to how much power a vehicle can draw (Optimal, Max so you can overclock your machine for a little bit in exchange for heat or damage). You have power draw from actuators (hydraulic or electric), Combat Computer + modules (additional systems such as artemis, targeting comp, command module), weapon systems, cooling, JJ?. In the hanger/or in game you could tweak the values given to each system set so you could boost power to cooling if you know you are going to drop on a hot map. You might get small 5-10% increases in performance. Cooldown for weapons + damage for lasers (heat too), dissipation rate on cooling, faster actuation, more CPS, etc...
I didn't watch the camo video but unless you were relying on the optical spectrum, infrared and radar would still work. Perhaps you could have systems on your vehicle to distort different spectrums and have different sensors on your vehicle. You would be allowed to have as many sensors on your vehicle as you want but you trade power, weight and slots for that (plus CPS) but you could only have one anti-sensor system.
Waagh, lots of text, ok...
Thanks, parameters i'll change after tests done. For test i'm need some time OP weapon, or 1 health weapon, so...
1 - Correct, but, i'm in MercStar Unit, so, if i need people for tests and balance... Also some friends (100+) from other units, so... Yep, it'll take some time, but, this moments already in my mind.
2 - Not as much, as it can seems from a side... I know some optimization tricks =) But yes, after some tests, i'll get position where i need to feed some calculations with more info, or opposite... So, same - it already in my mind.
Copy to idea list.
Copy to idea list, but i'll think about it again on deep tests.
Copy to idea list.
Correct - it's already on plan list =)
Thanks again, interesting ideas, i'll rethink some of my ideas after it.